Yea I gave you a wrong description back then aswell used some tooltip numbers … wich apparently are wrong >_>
The real damage of those skills are:
Hammer
24743 over 2.75s -> Positive Strike, Negative Bash, Equalizing Blow
20870 over 1.25s -> Electro-whirl
25942 over 2.25s -> Rocket Charge
24120 over 1.75s -> Shock Shield
34559 over 1.25s -> Thunderclap
Grenade Kit
8192 over 1s -> Grenade
17873 over 1s -> Shrapnel Grenade
2786 over 1s -> Flash Grenade
12203 over 1s -> Freeze Grenade
15256 over 1s -> Poison Grenade
28924 over 1s -> Grenade Barrage
Without quickness, full buffed power meta against HEAVY targets. The reasony why you don’t see power scrappers at all is probably because of the bad influence of “famous” ppl and their recommendations. Most engis nowdays are newcomers who play engi because of the raids, not vice versa.
If you got questions go ahead
Greez!
- Ziggy
Yeah I only made an engi cause I wanted scrapper. But after making it, people told me, go condi… I was like, yeah no, I dont like the pistols and really dont like rifle. So I made power bunker build, and since then been changing it up a bit to make a mix build when I need to a different playstyle.
Although, I’m still experimenting with my build too. I’ve change it a bit since the last time I posted it here, but still experimenting.
You are correct Ziggy, the tooltips are very deceiving . One thing I’dd like to point out is that there is an important differnce between cast and aftrrcast: interrupting doesnt interrupt te attack if hit in aftercast.
this is why its best to notice the start of the animation just before aftercast. once you can, you can interrupt many people, but add quickening to it, and its hard to catch the difference.
I think the person that was calculating the time was including both cast and after cast, as the animation still finishes playing in after cast.
In WvW i don’t like the hammer, because there are wide and open fields. It’s very easy for ranged damage, I prefer rifle+nades.
Scrapper hammer is very strong, but you rarely fight on point. Hammer only does damage when you are close to your target.
this is true, so for solo camp capture, hammer is good. for actual zerg fights, using mortar, elixir gun, rifle, and flame thrower make more sense. yet, even I do some blob fights with hammer. so, guess more of a personal preference.
The main reason might be: we have some players who actually play on the new borders. This means we will usually out-ppt those servers who can’t be kittened to play on their borders.
This.
I first saw this on GH soon after HoT. I was in home
garriearth keep and we had a medium sized group from one of these german servers. I hop to EB and say to the commander how many are at the fully upgraded earth keep, just started putting rams down on inner, can you help?Response was “no-one plays the new maps” leaving me to try to solo the medium sized group alone. Needless to say I died as soon as they focused me.
part of the reason bunker meta came to wvw too.
and yeah, its funny how many servers dont care about there BLs losing all of it in favor of holding SMC and their third on EBG.
its not easy to dodge when there multiple banners creating fire road side by side by side. if you dont have a leap you are definitely going down and if you are blobbing then how do you push when any push will get those two or three roads and wipe you out. It was better when people didnt know how to plan it into any strategy, but now its getting annoying.
so at least from when I play, people are running more range, and circling tactics than running in forward pushes. Makes the fights last way long now, than a forward push would have done generally.
Yesterday night I have seen a very valuable commander saying “enough of this”, and leaving. Banners are, dragon especially, not a good addition to wvw. We are already trying to change bunker meta in pvp. Now we have to be bunkers in wvw too? And what happens when the new changes in wvw come? Especially the force ress preventation? I thought it was a good thing but combined with banners and huge borderlands, it will be a disaster.
Yeah, on T2 we had several on the same enemy team running Dragon banner and spamming the fire road everytime it was off cool down. imagine two of them and people not fully able to get near the enemy blob cause of it. Was funny watching the enemy team trying, but it downed so many was interesting at first. However, as one that it had downed, I said enough was enough and left for a bit to EotM.
I really like the dragon banner but over using it, makes the game really boring.
And yes, you do notice not just front liners are bunker setup now, I hope?
No more imbalanced than my ele throwing 3-4K fireballs that hit in an AoE or the lava font, necro life blasts that regularly could do that much, while piercing and with 100% critchance and amazing autoproc of chilblains which can literally one shot anything glass.
Thing is the ele has to go full glass in light armor and low HP to make that happen. The necro also in light armor has no escape. The problem with the Rev is that it wears heavy armor, has good HP, great utility, decent escape, strong sustain AND hits like a truck from 1200 often with an AoE attack. They also have one of the best skirmish bunker condi builds running in the game right now.
In general ranged DPS should always have a big survivability trade off. A player wants to hit from far away especially with an AoE, they shouldn’t also be hard to kill up close. The staff ele is a near perfect balance. To dish it out they are vulnerable up close.
Yeah I run staff ele in WvW and that’s not just it, the ele essentially has to run fire and air to get damage modifiers equal to (not run the numbers yet) a revenant. Though if you discount cruel repercussions an eles fireball should do about the same amount of damage.
Thing is, as you say, eles don’t get 40% crit chance from fury, staff self stacking might is poor without the Pyromancer’s Puissance trait and as you said, they’re very very squishy, more so with only having water, arcana or tempest as 3rd slot.
Still that screenshot and some of these claims of being hit for 18k with 3k toughness I find hard to believe without there being a cruel repercussions trait massively boosting it.
I can get you a screenshot of a cruel repercussions proc critting a melee train t1 warrior for 21k….
Yeah I was saying I’d have a hard time believing 18K hit on a 3k armour target without CR especially hammer bolt which was what the OP screenshot. I’m more than aware just how much and how stupidly high it boosts damage.
Here’s some numbers accounting for max might, fury, hitting for max weapon damage, all 11 boons for max elder focus, bloodlust and force sigil, no food/oils buffs though so could go up by a few hundred.
Hammer bolt with CR
3556*1111*0.95/3000 = 1251.1
1251.1*2.3 = 2877.4
multipliers
2877.4*1.07*1.07*1.2*1.05*1.24*1.5 = 7721
With max vuln = 9651CoR final hit with CR
3556*1111*2.25/3000 = 2963
2963*2.3 = 6815
multipliers
6815*1.07*1.07*1.2*1.05*1.24*1.5 = 18286
Vuln is a 1.25 modifier so would make it 22857Hammer bolt without CR
5147
With max vuln
6434CoR final hit without CR
12191
With max vuln
15238What this shows is CoR really should have a higher CD or lower coefficient (or get a rework considering a hill can nullify it) and that cruel repercussions is absolutely insane for boosting damage and really should be a different trait that doesn’t boost damage, revs really don’t need it ontop of high coefficients.
With that sort of math, it makes it seem that ANet delibrately did this to CoR to make it near a one shot killer. Got a feeling that the balance they claim would be coming in January will resultin this changing drastically due to people running it for only the CoR.
The event, is more for smaller groups and roamers to do to help them to take objectives.
Uh… no. Smaller groups will take 15+ minutes to finish the event. A zerg can do it in a couple of minutes.
The event is obviously made for a borderzerg to swoop in, get it before the enemy server can even react and then cap everything that’s halfbroken on the entire map.
The ease of capping afterwards for roaming and small groups also assume the border is already flipped not long ago. Taking a T3 keep with the oasis event make little difference to roamers – it will still take ages to cap. Again, the event is obviously made for entire border zergs that can quickly exploit the event results.
Actually, I’m more right, cause to take a zerg and do it, when a zerg can build 4+ Super rams easily, its a waste of time for the zerg to do the event. They be better off just taking all the objectives as they get to them.
We just had a zerg try this on T2, they got the even in like 10 mins, yes… Yet they failed to take either keep that was held by their enemy… So, yeah…
The enemy had fully repaired the opposite side keep before the zerg had even got to it. and the zerg focused on another keep and still couldn’t take it due to the fact the enemy was repairing and sieging it up. Hello, ANet tactics… Oasis even only benefits roamers and small groups… if that zerg had focused on the keeps while us roamers were doing the event. They would have gotten both keeps.
yeah but Rev number 2 hammer skill does no fire damage. Therefore condi, why worry about that if you’re just QQ’ing about Revs.
We already know what lured PvE players into WvW- it was the tournament with its achievement points and rewards.
Not sure about this one Absurd. I started playing GW2 after the tournament. What got me into WvW was how dynamic it felt at the time. Like capturing Hills or Garri or Bay was never done the same way twice in the same day. However, it feels like now that its lost that dynamic feel, while HoT maps seem to have it with DS (choose a different lane for each run), and VB choose a different camp, etc. are now.
Those are some balanced piercing auto attacks
We used to complain about 8k Backstab from Thieves when the game was released. Now Heavy classes do 8k auto attacks from 1200 range (or 14-17k bursts every 3 seconds if they press 2 and get lucky).
I understand the concept of inflation but I didn’t think MMO skill damage was also subject to it.
Note… Some commanders, not myself that is, prefer to run lots of Revs using Hammer 2. They don’t care about Herald and the protection boon stuff… They even tell people on TeamSpeak to spam Hammer #2 skill CoR over and over… It downs a lot of people and makes the game seriously boring and broken even if you’re one on the team that doing that.
What people said about toughness, yes, 3.3k armor is good even having health point pool of 28k good. You’ll still get 50% health taken if they land the hit. One way though to counter the Hammer 2 train though is to run more retaliation boon build. So that way, they crit you for say around 18k… they crit themselves for the same amount. Love how retaliation reflects all incoming damage back to source, while still having you take the damage. Then it becomes all about who has the larger health pool… Welcome to the world of tanky high health builds…
Actually, last night I finally got a “blob” that ran with all three banners. Talk about OP. yet, it wasn’t as OP as one would think reading these forums. Partly due to the fact that someone that didn’t have great sustain got the dragon banner and used the wrong skills at the wrong times. But ultimately if people ran the “Pirate ship meta” and did the banners, that is OP…
The event, is more for smaller groups and roamers to do to help them to take objectives. With that said, it sucks badly. I get the point of it from a “game designer perspective” though, I guess partly cause its something I study in college. It harkens to one key concept, trying to make all players find something to keep them inside the immersion of the “magic circle”. The magic circle being the overall arching game itself and the reality it creates.
The actual application of this though was poorly done. In ANet’s mentality they wanted WvW to be less about PvP and more about PvE, its why the new maps have loads more NPCs than it should for instance. Also in practice, they failed in one particular aspect that in class we are taught to listen to player base of that mode in testing and definitely after releasing any changes to it. They did neither thus far except calling themselves nerfing characters like druids, Revenants, and so forth… Yet, players found ways around all those “nerfs/bug fixes…”
I had tried engi, pre-HoT, pistol and rifle were about as interesting to me as playing a class to 80, deleting it and repeating the cycle over and over… Hammer and the gyros picked my interests after HoT released, but I know people that I played with had tried Engi pre-HoT and were like “Don’t waste your time”… I eventually decided to try it myself and boom… Fell for the class, hook line and sinker.
Hammer is nice though limiting as I’m pure melee with it. Yet, having stealth and a long reflect boon Some stability in a pinch and much more… I find I swap out elite skills and utilities when I just want to change up my game play. I admit its the most fun I’ve had out of all the professions I’ve tried up to this point. I don’t actually want to try another profession right now.
Oh no… should I have said that part, ANet may read this and decide to break something on Scrapper now
Here the Centaur 1-5 skills…
Note: There is a skill (No. 5 skill on the banner) that changes the utility skills into some sort of attacks. If someone could add those for those that don’t know what the Centaur banner can do.
And yes Outrun a Centaur literally can wreck a thief and ele quickly at a 18,950 hit direct damage over 10 hits.
However, now on T2 at least, its about like coverage every now and then during the day, but at NA prime its got a lot of coverage in EB and that’s about it.
Indeed that’s about it. Yesterday in EU T4 primetime we had ~60 man queue on EB and outmanned in all 3 borders. Yeah that’s how kittening bad it is and how much people despise the borders. Lets not even mention the coverage during the day. The victory of the matchup will solely be determined by the efforts of the night/morning capping crews. WvW working as intended I suppose :/
A little havoc group went to my server’s borderland last week and tried again earlier today, to take everything because we were strong in EBG but not in any border lands. They nearly succeeded, if about 10 people hadn’t been dragged into our borderland to take it back. We did have a fight at Oasis event which is rare, but after that, didn’t see anyone from then on… All some need to do is go to the borderland and they can really mess a server’s PPT up badly. Yet, “No we want to stay in EB”
grumbles
Well if anet really wants us to play the class we want to spec/gear, why are tomes of knowledge around? You can completely ignore the whole vanilla game by using these. At least give these proofs a bit more things to spend em on. I know you can buy superior siege but hey buy some normal siege and books throw them in MF and you wont need proofs.
Just another useless currency.
For the same reason other MMOs sell level ups/level-grinding gear. Because when your game has been around for 3+ years, the veteran players aren’t going to want to level-grind yet another toon to 80. The tomes are for the vets who already know the basics of the game, and just want to create a new character/class.
Yeah like a “Start at ** level” scroll thing for new players or those that buy ‘x’ item. ANet, I guess didn’t want to do that, but In many ways they kinda did that still. Which can be said by going into PvP where a level 2 can be technically a level 80 there, or by forcing people to find ways to level up fast to get into HoT maps to get enough hero points to start on if not finish their elite specs, or force them into WvW to get it entirely.
Yeah like what I use to hear a lot, everything kitten had like 24/7 coverage before HoT. However, now on T2 at least, its about like coverage every now and then during the day, but at NA prime its got a lot of coverage in EB and that’s about it.
As for populations… Most people went to working on the guild hall upgrades. And sadly, the way the ANet Guild team designed guild hall upgrades you practically have no reason to do WvW and still get WvW guild auras and stuff to level up higher. If they had made it like use proof of heroics to upgrade like you have to use PvP reward potions to upgrade the arena you’d see more doing WvW likely.
They had also redid the way a server population is counted in some patch like 5 or 6 months ago. So, that reflects that fewer people are doing WvW on the lower tiers and even on the top tier servers. They use to be a time when they were like 4 full pop servers or more. Yet, now that its about WvW population, its not a lot of people it seems
I know that I and others that do WvW almost non-stop will say too. PvE content is downright boring. That’s why we do WvW. Yet ANet thinks that most want to do PvP or PvE only. While I’ll do PvP from time to time, there is no reason to it for me. I mean in WvW, at least it makes more sense when attacks are coordinated and for anyone that liked RTS like games, its a nice little thing that reminds you something of RTS but even now, that’s like boring in non-prime hours. Like in a lower tier server I use to play on, Yeah we can take everything on EBG and all the borderlands and not see one person in that servers prime hours. Yet, what fun is that?
Therefore, I hope ANet realizes this and fixes it. Cause if they don’t only the diehards will keep doing WvW while others go elsewhere in the game or leave for games that give good open world PvP game play.
In WvW, it can be the sole reason that cause you to win outmanned fights. Just this morning, I won a 1v3 because of the function gyro and stab core and I have had plenty of other situations where it has made all the difference. Before you ask, all 3 where tankish zerg builds so mediocre damage on me (2 guards and a druid, gg trying to spike a downed one without stab).
So really, its pretty much amazing in WvW and completely redundant and pointless in PvE.
And useful in PvP too, though not as highly needed I think there. WvW it helps a lot…
I have a counter question, I’ve yet to understand why people flame thieves. Can you explain?
The thief class has always been a selfish class with little team synergy. In the past this was forgiven since it could down even the toughest players in solo fights and obliterate players in skirmish play by picking off wounded or players not paying attention.
The meta then changed to heavy bunker/sustain with strong AoE. The thief has neither that are effective. The massive amount of AoE has made getting up close to most builds difficult. If they know you are coming and are reasonably skilled, extremely difficult.
This highlights the basic nature that the thief is mostly a solo affair built around escape.
Ah that explains why thieves run and stealth so much or use that shortbow teleport skill. Thanks for clarifying, because I’ve been debating on trying a thief since they seem to escape most confrontations easily. Though no one in guilds I’m in likes them enough to comment or help with making one.
The concept of “solo-roaming” only existed as a consequence of a massive loss of players after the initial surge of WvW was gone. Since WvW’s beginnings, groups have taken priority in effectiveness. Duos and Trios were considered valid. Solo, though? No way. Only the reduction in population has allowed the “role” to flourish.
You won’t find a server with a sustainable population that allows this to happen. Unless you only like flipping camps and not fighting other players, T1/T2 is where you have to go. it’s blobby, and every single person running in a gank squad is running the cheesiest, dirtiest, most overpowered builds they can with the full intent to 5v1 you, but it’s the only tier where you’ll get action.
I transferred out from the middle/low tiers a few days ago because I was quite literally our entire map presence. No guild, no tag, no pugs. Outnumbered 24/7, teamspeak empty. A group of five held our entire server’s presence back with us ticking for 50 for several days because we couldn’t muster more than three people to fight.
Like you I transferred out cause of a guild I was in to a T2 server, sorta regret that decision. But anyways live an learn…
Even on lower tiers they have action, but its not on the scale that T2 is, and I’m assuming T1 is too. T2 has blob v blob at times with one server having maybe 2 blobs in EBG running at the same time. Yet, you’ll still find some roaming around trying to pick off people that are trying to get to the blobs after they respawned at xyz keep waypoint. Or that are just running around trying to find the enemy blobs to keep an eye on them.
I don’t like roaming in EBG during the servers prime hours. Its painful at times. However, on the BLs its not so painful and you’ll find some fights some times, but its maybe 1v1 or 2v1, its nothing generally massive unless for some reason one of the servers is upset with another and decides to storm Earth keep… Seen that happened now twice and both times it was around 20 or so taking just that objective and not really taking anything else.
Never been able to use Tactivators – not once.
I’m not 100% sure of all the steps as I’m not a scribe yet. From what I’m told you need to have a scribe make something and pay/or add it to something. (( but again, I can’t say anything to this step, but I generally do the next paragraphs steps when it is activated)).
In WvW, then anyone with access to Tactics section for the objective can queue it up like Supply Drop, Dragon Banner, SMC Bombardment, Hardened Gates, Hardened Siege (the spawned sieged not dropped siege), etc. Then you can pull a tactivator to activate that item every time its off cool down.
Hope that explains the Tactivators some.
I main both Warrior and Engi. Scrapper made engi a bruiser, with the hammer, which is the sum of a lot of warrior weapons (GS, Shield, Hammer…) with the utility of an engi.
ask choovanski. He will tell you the same (more or less)
But it hasnt really replaced anything – the Warrior in WvW was obsolete before the Scrapper came along. The only reason we brought warriors was for banner and perma-speed (netiher of which the Scrapper provide). Speed was replaced long ago by Guardian marks and bannering has gone out of style in favor of pirateshipping and steamroll pushes. Warrior hammer stun pushes? Oh man… that’s like years ago.
That said the Scrapper is a fun frontliner.
Actually, for some groups I ran with pre-HoT Warriors weren’t even sought after for banners cause when they did have fights on lower tier servers, it was more of what T2 would call a small group vs a small group. Back then we wanted Guardian more for the ring of warding thing than anything.
And yeah, scrapper is capable of frontliner, but I am still seeing people in a WvW guild I’m in are more focused on what they used pre-HoT and right after HoT released with the elite specs than putting Scrappers in the frontline Hence, why I just do my own thing and push with the frontline when I want to. Though, most in the guild know by now that I’m not squishy nor weak compared to what they claimed engi was when “They” supposedly played it. I wonder now thinking about it, if they even understood how to play engi or scrapper cause we have the highest skill curve in my opinion of all the professions.
idk op, ive found that when a mes bunker has no stab, hes blocking or evading. and vice versa. ele is similar, but uses stunbreaks or projectile nullifications instead.
Stone heart, too on Ele to prevent crits. Though that may be a wasted trait.
Yeah, every elite spec has a or multiple weaknesses, but still for some reason, people that know their specs well can compensate for them generally. Like Mesmer using stealths and gravity well and interrupts to avoid issues while blocking and evading or waiting for endurance to refill or etc.
I’ve seen a berserker (warrior in elite spec) dueling and he seemed powerful, but he was blocking most of the time while waiting for people to do their high damage skills then to do his after that. He beat a lot of people yet, has a flaw of his own where you hold back and block his burn or interrupt his burn, he’ll get downed then
(edited by KayCee.4653)
Ah I see what you mean, would explain why the hammer is the hardest hitting weapon Scrappers can use.
Well Floplag, I’d suggest finding a way to get good damage numbers from long bow skills and yet getting decent if not uber heals like Ele’s with water field. I’ll not tell you any “GUILD” builds still, but in many guild groups, you’ll find that they want Ele’s to hit things on top of a wall with meteor, do fire fields, and more.
1) Therefore you’ll want to run something like torch offhand to get fire field for area might effect like Ele’s fire no. 2 skill on staff does.
2) You’ll want a large AoE like meteor, so Long bow no. 5 will help and even Long Bow number 2 for high burst damage.
3) You’ll want to supplement with staff and learn to use all the various heals on it to substitute as a water field… but there is more to this, that you can only gain by practice…
4) You’ll want to have some sort of benefit and movement advantage for yourself while in celestial avatar cause your water field won’t be as large as Healing Turret or a large water field from a staff Ele.
5) You’ll want to focus on sustainability and able to keep up with the front line fighters to get yourself noticed. Why you may ask? Ele’s often are counted as back line and rarely can offer front liners heals until the push behind the front line to help heal them. If you can keep up with front liners, you’ll get them to notice you are helping keep them up and they may eventually accept that a druid is a good support class for front liners.
… Above all those suggestions, one big comment… People won’t change their opinions overnight. So, what they had been running with for ages, they’ll likely still will prefer even if they know you can do the same job as good as their sought after classes.
Orange is the new Black…
… and Scrapper is the new Warrior…
“Scrapper the new warrior”? Why do you say that?
(edited by KayCee.4653)
Im on ros atm, I can go 2 hours of solo roaming on the borders without meeting a soul. After 4 hours you might find one nike warrior who’s there specifically to avoid fights. I was once on Gandara for a short while and it reminded me of what roaming used to be. You could get a 1v1 or 1vx atleast every few minutes.
Saying that if you roam on the bottom tier server for an indefinite time you can technically eventually get a 1vx is misleading, it will take hours.
Not if its a T7/T6 server like Kaineng. You are likely playing on a BL or in non prime time hours. I often found people to pick off just watching the maps and things that were taken then running to what I thought the next would be and meeting them either at it or half way to it and killing them there.
It was fun, but yeah on lower tier servers, it was dull during non-prime hours. You could go like 6 hours and maybe find one other roamer, but during prime hours, you could find a few roamers here and there. The same is true of servers all servers too. You’ll likely not find many people on in non-prime hours for that server. But on T2 and T1 you’ll get hit with a EB queue if you’re on in the perfect prime hours cries
Anet decided WvW wasnt a viable game mode so rather than cancel it and put up with forum explosion they just made it as kitten as possible so everyone gives up
I have one problem with this statement. Generally, commanders and/or others buy siege items. This means that with people on some servers dropping around 100g in siege in a what, 5 hour commander raid run. You will find that that adds up to people converting a lot of gems to gold to just do WvW with various siege.
Yeah now with proof of heroics its less about gold and more about spending time there to level up WvW rank.
I’m assuming it replaces your weopon(s), it dosent seem to do much for attacking. I consider dropping a Bali or AC in a fight much more detrimental. Something I see far more often.
These mechanics aren’t that special and don’t really matter when half the zerg dies on Inc. Sure they could change the invun time or something. Blobbing and population imbalance is still the main problem.
It replaces all 1-5 weapon skills on left side of the health bar thing, and adds a break bar to the player that wields it. The break bar when broken will stun the holder for 5 seconds. The healing skill, utilities and elites still work, as long as they don’t replace anything that is on 1-5 keys. If you get into the water, or do anything like say pop Elixir S to go invulnerable. You’ll lost the banner. If you by accident grab say a warriors banner, it will auto drop it the xxx banner in place of the warrior banner. If you do anything that replaces 1-5 keys with blah blah weapon skills (example, Engineer calling an elixir gun for instance), the banner will drop.
Dragon banner is like Offense crazy… The Turtle banner is like Healing and protection boon crazy… The centaur I’ve yet to use myself.
Yet like one poster stated in this thread already. Most people flame at banner users and groups that run people with 1 or more of these banners going, calling us “Pay 2 win” player derogatory names. Personally, I think its a little like P2W, but its easy to break any non-tanky player’s break bar and down them which makes the banner despawn. This is why most will run the banner on soldier stat or nomad stat running builds like Scrapper, DH, or even on sustainable builds like Chrono (but its rarer to see any of the groups I play with use it on Chrono).
Guys im pretty sure that by solo roaming, hes looking for a server that actually has something to fight 1vx’s. Solo roaming doesnt necessarily mean pvd..
Pretty sure that if he wanted to pvd and cowardly avoid fights on an empty border he’d know to go to the bottom server.
As for the OP’s post, go to t1.
1vX is on any server though, you can get fights on T8 (Erebon Terrace) if you roam around looking for that from the other two T8 servers in EB when its not that servers’ prime time. Same for T2 servers…
On T2 servers, you’ll find a few Sea of Sorrows roaming around ganking others or even roaming around solo or with others in small groups trying to pick off various blobs of FA or TC people.
Fixed that for ya. Now that the skill cap is so low, and everyone just plays professions to their maximum potential by rotating some skills and chain-casting damage immunity effects, the ESL players can now properly mitigate any advantage a particularly skilled thief may have against them.
What I don’t understand is many thieves who make the class to troll with, act all trolly in-game, and then lose fights and then get salty when they fail at trolling because they got their faces melted by someone better than them.
I’ll add my two cents. I came to GW2 and liked the light armor mage like classes, made each, thief was the bane of my staff ele (until I figured out d/d ele) and of my memser. I hated them so much that I made one just to learn to play it and if possible how to counter it. It made me furious, cause at the time I was doing it, thief seemed to have a high skill cap and high risk to reward ratio.
Now in present day, All other classes (scrapper, reaper, chrono, dh, rev even… tempest, and I’m assuming others) can have enough ways to evade or stop the big damage from happening that people that run thieves in WvW have to run two or more thieves together or use objective guards and other combative NPCs to their advantage.
Example, a thief camping a camp in WvW was able to hold it for a short time by using the guards and stealthing as way to pick off people while being able to keep them from focusing on him. Once he lost his stealth cause a person revealed him, he got downed pretty fast Yet, he had successfully defended the camp and beat like 5 people that kept coming to try to take it. Bravo, but poor thing he needed the NPCs to help him which was sad.
People still play WvW. And ANet can’t let us that do play WvW quit as many would leave the game then because most of us do not like PvE especially the grind fest of the same content over and over in the HoT maps.
Yet most people don’t hang out in borderlands anymore cause of the well… bad map design lets say. Also most people that hang out in EBG do so and roam even when no tags.
You have to also think too its the holiday season, and also think too… People can run in guild groups and never have a tag. We do it at times when we don’t want pugs following us. And a heads up T2 isn’t dead, just has its off and on moments.
Would have imagined this to be a nice tool for commanders. But I guess everything is just exploited, builds, skill bugs, anything to get a cheap win people will do en masse.
This stuff is small compared to blob stacking, blobs only leaving walls when they have more numbers..seige bunkering.
Honestly the biggest problem with fights is still people dying in the first 2 seconds. A L2P issue if you will.
For commanders to run themselves, most certainly not. You can’t drop any siege while using it. Therefore any commander running it has to rely on the people that follow to drop siege. Also, its harder for people in the zergs to follow who has say Turtle banner if they don’t have a tag, unless that turtle banner person can stay on tag the whole time then it helps. Why I say this is because all the banners really are about positioning for the maximum effect. and the invulnerability that you can get from a banner like turtle banner skill, is good but only hits 10 of the closest people to the holder. So it really isn’t that exploitable
And as everything in WvW really is, everything is about learn to play, but add to that, learn to coordinate too. I see people not calling out water fields, not calling out pushes and retreats, not calling out bubbles for shield gens and cata masters, etc. Its rather sad. But people are slowly learning though it has been this case for over a year or more now. (minus shield gens that didn’t exist pre-HoT).
Like your guild Amenaza, the guild I’m in runs that and many of us theory craft. We recommend if not absolutely force people to run certain builds based on what we want to do at the time, and/or team composition. Say if one of us decides to main a class that isn’t really sought after, say thief. We’ll have people doing exactly what you recommended in the edit testing out various combinations of gear stats and trying to see any effective way to include them in our guild zerg groups.
The best advice any of us can really give the original poster is this… Yes, druids are used in WvW in both roaming and zerg/blob on zerg/blob roles. You’re best bet is to test out things yourself and find what works best for you for sustained and healing focus. You’ll not out hit many people in the guild groups, because at times frontline and engi’s, reapers, and ele’s are covering overall damage with mesmers/chronos helping out.
Your [original poster] best bet is find an active guild on your server in WvW and join them and ask them what they want you to run on your druid. You’ll get more than enough help likely from them.
Actually, its a fun banner to use, but its rather annoying too. I seen Centaur, Dragon and Turtle banners used by 2 of 3 sides in WvW on my server. If you’re in a blob you likely will have one, if not two different banners. If your opponent has a blob too, its likely the same way. Its rather interesting, but Dragon banner fire road skill thingy, is a 9k Fire damage hit per tick. Yeah, most people weren’t noticing it and just stood there thinking condi cleanse was enough to save them. 2 to 3 seconds and they’re downed.
Agreed with Artaz.
The PvE equiv is;
alacrity/group quickness
breakbar
boon share
combo fields
Vulnerability stackingAs long as this remains and applies to all bosses any profession that can provide these will be the ‘in group’…again, poor warriors. It is just too locked in at the moment for anything to change.
A PvE question, if they removed break bars, wouldn’t that help to break up the bunker meta?
A PvP/WvW comment. Nothing will get rid of the bunker build as long as people are so easily able to do large amounts of damage to each other. You need to really run a bunker build to stand a chance and then if you go against a skilled player that maybe running the same, Its a luck of the draw moment.
As for the PvE question, I’m sorry, just curious.
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Depends on situation.
Ofc there are places for HT to be, mostly fractals. Yet isn’t that exactly what we wanted? A heal skill with the same strength as HT? Finally we have it.
Yeah in WvW, HT is not much useful unless you are using it to heal where the back line is. or do a deploy, overload, blast tool belt skill rapidly in a spar of the moment sort of thing. Gyro is more useful, but its bad too, in other situations in WvW. So its a toss up… like most things with Scrapper, its entirely situation dependent.
I do a lot of organized WvW play, therefore I don’t have to worry about a mobile water field, then I’ll use HT. However, roaming or when I don’t have a lot of eles calling out water fields, I’ll fall back on healing gyro. The overall game playstyle I have works well with Elixirs, HT, and gyros. So for me, its not so important to stick to one or the other, I change up depending on what the situation calls for or what I want to do that day.
It’s useless in PvE. In PvP/WvW it almost 100% ensures a stomp. If you don’t get the stomp somehow, your Gyro will. Because you both have stability and you both begin to stomp. If you get CC’d somehow or have your stability stripped, the Gyro will still finish the stomp.
It’s definitely not an exciting trait but it is far from useless.
Yes, exactly I use to not use it at first when I started running scrapper build, but after a few times I noticed that people were constantly either interrupting function gyro on stomping or interrupting it with various cc abilities while it was trying to revive someone.
After about 2 hours of trying to use it without Stabilization core, I went to using stabilization core. It works wonders now in WvW to stomp people and to revive fallen allies (one at a time every 30s). Yet, I end up using it with Toss Elixir B to get 4 seconds of stability when I go to do a second push in a blob v blob fight, where the tankier mid/back-liners rush into the front line area to help protect them while they heal up for another push.
In PvE, stabilization core is only helpful against the toxic dynamic events in brisban wildlands and kessex hills. Otherwise, I’d run Recovery Matrix as it’s way more helpful in more cases than one.
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Don’t get tricked by adaptive armor. I’ve tested this a lot. What will kill you in a zerg is CC and positioning. the 1 second recharge on adaptive is not useful when getting spiked down really fast on the front lines. Also it reduced condi damage, you have lots of health so your ok. what will kill you more is condi duration on soft CC as it puts you out of positions.
The stability on dodge is much more important.
Its only helpful when you don’t get interrupted. Dodges are all about timing and most individuals fail to dodge when it is 40 to 80 vs another group of roughly the same number.
Adaptive armor is good since you should also be stacking Toughness and Vitality else where. If you aren’t then you’ll definitely get steam roller’d by people. Adaptive armor works marvels especially when you use Elixir B’s tool belt skill for a boost in stability when needed. By 10 seconds into any large fight, you’ll have someone either downed on your side or on the enemy side, then pop Function gyro on a scrapper and with it traited you’ll get more stability. These two things help a lot if you’re trying to run the frontline.
I wouldn’t recommend anyone going frontline with scrapper or engi. Why? Because as the person sounded like in this original post, he’s not sure about what build or playstyle he/she should run. In that regard, most guild groups that I blob with, would say “Yeah, you’re back line… We need someone that knows their class better for frontline especially a heavy armor tank”. Now, if you’re in a pug group blob, well… Anything goes.
Yeah, but even then, what are you trading off? I can see capping or decapping an objective. but many people have teleports and well even on decapping, I’ve notice a few leave a bunker ele or something behind on the objective to make it really hard for people to decap it. That’s my worry that it’d be a wasted trait when you can get more use out of adaptive armor for PvP survivability.
The worst part of the map is the air keep side, which has too many obstacles and elevation, something that makes eotm an unbearable Map to play on,
Just thought about what you said, and being in an EotM match a few days ago and even one today, I saw where the zerg v zerg happened, it always happens on the flat parts of the map or inside keeps or towers. Never on the “scared I’ll fall” areas on the map. Makes me wonder if ANet really watched any good fights in EotM and how they nearly never happen on the suicide two person walk ways like under red keep or on the bridges around blue keep in EotM.
If you are complaining about marks and wells, well you have an issue friend. Apart from revenant, I do not see any op ranged damage. There are strong ones, but you have to sacrifice defense to use them properly. And that is not very wise in this bunker/condi spam meta.
Some builds have enough survivability that they can stack power and sacrifice precision and still be bunker spec’d and survive condi/direct damage bombs. It’s rather sad, but in a few zergs I’ve ran with in the past 3 weeks, we were seeing lots of heavies thinking they could go in full marauder or zerker gear and survive. It was hilarious. However, in the end, they all got melted fast.
Yet those that took the time added stability, durability, sustainability, and got rid of the notion of don’t need condi cleanse of their own… They all survived. Now, more and more are running condi cleanse, and toughness (maybe vitality) in their builds. I still don’t see many running nomad gear, because they call out for water fields a lot.
I don’t know… best for roaming (not solo roaming) may be Sea of Sorrows or Fort Aspenwood on T2 servers. Although, FA blobs too, if you can find some, that are roaming, they do a lot of PK (Player killing) and recapping things and dueling. SoS don’t blob that much, but they do have many roaming groups from my experience, or at least I see people roaming, not sure if they are grouped up or not.
If you really want to solo roam on T2 servers (TC, FA, SoS) go to the borderlands, you’ll likely find 2 enemies or so there the whole time, but you can cause a lot of havoc with PPT by flipping camps and the northern towers. Not many commanders seem to care much about the southern towers
I don’t know much about T1 servers, but I do know that I did a lot more solo roaming on T6 – T8 servers than I do when it comes to T2 servers and EBG. Yet I still end up often solo roaming the borderlands… while EBG is with a queue at times like reset night.
No good guild uses druids for a reason.
Nah, I can see 1 druid used in a 15-20 man group for the ranged water field (also projectile absorption) + blast. Helps the melee make a big push as well as the regroup. The damage is honestly so lackluster though
Helps in a big push, but most of the times I’ve seen Ele’s (namely staff ele’s) be more sought after. In my guild group we’ll run 1 maybe 2 druids only if we don’t have at least 2 or 4 ele’s. Or if we pick up a pug that is a druid. (Usually we try to run with 15 or more, but if we have like 25 people running, 2 are likely druids). Reason being, Druid doesn’t offer as much versatility as Ele’s with there meteor showers to get ACs and stuff down, and not as much versatility in calling out water fields that are large enough to actually help us. The thing is, too… Druids some havoc groups I run with are target #1 and target #2 is a protection boon herald. Poor things…
If you can find any group that will run with you and help protect yous, then its wise to definitely be organized enough and call out your water field if and when you use it. However, don’t be surprised if people are looking for Ele and Tempest more than druid.
Disclaimer, I play druid at times to help out the guild I’m in, but often than not we have enough ele’s and want other front or black line classes like reaper and warriors or dragonhunters. I would give the build that we use out, but I’m not sure how well that go over with leadership… So hush hush for now.
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ah okays I understand it now. It’s sad but watching some duels in WvW saw where those classes you mention (ele, druid, DH) and even berserker warrior could take down a thief
It was like he did 25% or so damage to their health bar and he missed a dodge and got downed.
I use this build for group and zerg v zerg fights… (Still working a few kinks out of it for my personal playstyle, sometimes I use cleric or nomad trinkets, depends on my mood)…
http://gw2skills.net/editor/?vdEQFASnUU5miqrUXZ9V6rwvL7WQoqNRLTGV42lMhl4zUABAdcn37NA-T1REABA8gA2SJYTK/aTHRiq/o0+DFcBBCAgAczbGYzbmlrclrclrcmvv9tyVuyJFQRCjA-w
The reason for the scrapper’s stability on using the function bot, as I can stomp two people at a time, helping to kill downs fast to help rally anyone that is downed on my team.
Its funny though Mohagi’s build is nearly same to mine in traits, but our gear is entirely different as I generally do second push rotations where I swap out sneak gyro for mortar when the zerg’s frontline turn to run back to back liners to heal. I run up to where the front line was and tank while using range to scatter the enemy before needing to retreat myself to regroup for a coordinated attack on the enemy zerg.
NOTE: You will want to get use to swapping out rocket boots for elixir gun, and sneak gyro for mortar as the battle or confrontation situation changes. Example, Mortar works wonders on EBG, but sucks on borderlands. Rocket boots works wonders for dodging the bombs of others and for escape, but in a long drawn out zerg v zerg fight, elixir gun can help keep you and others healed in addition to your and their normal heals. Nothing beats having an staff ele or druid, but they are usually the ones focused on right at start of fights.
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I would keep all gyro, excluding sneak, in pve/wvw situations, and use the weapons we know work in spvp.
To disclaim, I am no hater of dead builds. I play a static discharge build for pve, and often will pop into wvw to roam with it too. I wouldn’t bring that build anywhere near pvp anymore.
I do both team/zerg/blob, havoc and roam in WvW on my scrapper. I, like you probably, had tried all the gyros, I’m down to only using Function gyro and Sneak gyro every now and then. The reason for this is that the heal gyro is weaker heal than I can get from an elixir and has the same time delay. And if I have others with me, its easier for them to stack near a turret I found than for me to create the water field using the tool belt skill.
The purge gyro, well, its okays but I have more condi removes from healing turret and elixirs than gyros. The dps gyros only work if one the person is going to be not avoiding the blast gyro (got many that did dodge it) and that will stay near the shredder gyro… So yeah, that’s smart? I don’t know what they were thinking to not give gyros a better AI.
Getting back to the original posters question. How many people in your team actually blast lightning fields of ele’s and your hammer #5 skill? For me it wasn’t many and the lightning fields that the gyros created did nothing when it was a zerg v zerg fight cause everyone had stability that pushed it or broke stuns repeatedly or teleported. The times I thought it was useful was when running from someone yet they just ran around it cause the gyro was too close to me yet too far from them to catch them by surprise.
Original Poster Question / TL;DR
Do not use any gyros for the final salvo, its really a wasted traited in my experience in WvW.
If I were you I’d go with adaptive armor instead and maybe for some condi duration reduction food if necessary. I don’t find many beyond mesmers that run pure condi builds anymore. Yet, the ones that do run condi Adaptive armor and having some bunker stats seem to derail their bombs easily. I saying that Adaptive Armor alone will keep you alive in a fight. You can without the right gear stats still get large amount of damage done to you. Yet with Nomad or Soldier gear, you can avoid some of the major condi damage bursts.
A suggestion if you’re spec’ing to be a bunker scrapper that has high (2500 to 3300 power rating), start off by a simple auto-attack let them hurt you enough to get all 5 stacks and then drop your bomb. If you have tanky armor at like 3.2k or higher, they won’t generally kill you even if they are in zerker or nomad stats, before you can stun them with hammer 5 and DPS them down with whatever you want to use.
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my question is any one of you from ArenaNet play thief ? ’ or do you even play this game ??? cause your balance in pvp is ridicoulouse i enjoy 2 much this game is a funy game i love the pvp but camon do something with thief or nerf other classes 2 it starts getting ridiculous…….. THe simple fact of you play thief in pvp is motive of flame lol
I have a counter question, I’ve yet to understand why people flame thieves. Can you explain?
Also, in WvW, thieves are annoying but they can sometimes down uplevels and anyone that the thief can lead to say a camp or objective that is in the thief’s favor. Yet, alone its hard to kill a thief that teleports away a lot, and its hard for them to kill a bunker/tank anything.